[HERO CONCEPT] WALLFLOWER - SNIPER, HUNTER, HELPFUL

OPENING NOTES
Wallflower is a long-ranged sniper support with high gun damage capabilities and mobility in their 2 and 3 to help them escape danger. Your 1 gives allies a heal and your ult lets you fly while healing allies and empowering your gun.

GUN
Left Click
; a projectile type rifle weapon (similar to Kelvin, Viscous or Warden)
DAMAGE PER SECOND: 52.5
BULLET DAMAGE: 15
AMMO: 22
BULLETS PER SECOND: 3.5s
RELOAD TIME: 2.8s
BULLET VELOCITY: 600m/s
LIGHT MELEE: 50
HEAVY MELEE: 116
FALLOFF RANGE: 20m - 64m

Aim-Down-Sights; right click will pause your momentum and hold you in position until you let go of left click or shoot.
DAMAGE PER SECOND: 70
BULLET DAMAGE: 58.3
AMMO: 22
BULLETS PER SECOND: 1.2s
RELOAD TIME: 2.8s
BULLET VELOCITY: 850m/s
FALLOFF RANGE: 20m - 64m

VITALITY
HEALTH: 685
HEALTH REGEN: 2
MOVE SPEED: 7m/s
SPRINT SPEED: 2m/s
DASH SPEED: 0.68s
STAMINA: 2
STAMINA COOLDOWN: 4.5s

ABILITIES

SAP GRENADE

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(Shields granted by bounce after initial shield gives 25% of original shield amount).

Sap Grenade is a damage + support tool. It can be thrown into a group of fighting enemies to slow enemies (T1) while dealing damage and helping allies by shielding.
The shield provided is less than other shielding abilities to balance the fact this ability can give a shield to multiple allies. multiple times.
The T2 further empowers your gun, letting you debuff enemies from a distance to hunt them down.
With around 85 spirit you can deal 200 damage, the two bounces allowing for the potential to deal 600 damage. Allows you to proc Tank Buster.

FLOWER TOWER
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(platform gains 25HP per boon).

This ability can be used to shield you and your team from lash's ult and kit, lift an ally to safety after being charged by abrams, break the LOS of billy chain, raising an ally to safety after being stunned, etc.
It can also be used to raise yourself and allies to high ground and empower your gun in a way similar to Vindicta's and Grey Talon's flying abilities.

The platform also provides a small heal to further facilitate saving allies and support. This heal would scale well with duration as it would increase the duration it stays up and heals you.
W/O duration it heals 144.
W/ Duration Extender it heals 195.
W/ T3 it heals 342.
W/ T3 and Duration Extender it heals 414.

The platform fruthermore has a large amount of health (that scales with boons) to allow it to tank damage and stay up during fights. (Health may be too much and could be 500/400 to start with?)

VINE GRAPPLE
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(8s charge delay).

This ability can either be used proactively to take advantage of the gun damage amp or reactively to get yourself to safety (similar in feel to a wraith TP).
This damage amp in midair can be combo'd with their aim down sights passive that freezes them in place.
Late game this ability can do a lot of damage, but at the risk of it going on cooldown and leaving Wallflower vulnerable. This can be partially counteracted by the T3 making it charged, but uses of vine grapple cannot be consecutive due to the 8s charge delay.

For the most part this significant damage increase can be justified by the fact you will only be the air for a small window (unless in ult) and your aim-down-sights passive means your only gun damage will be precise snipes that take skill and reward you for using this ability proactively. It also has a long cooldown with no AP upgrades granting lower cooldown, forcing you to buy cooldown reduction if you want to have this escape/damage tool up more often.

This ability also combo's into your other abilities. Flower Tower can be used to get to safety, and an enemy can chase you off of it back onto ground just for you to grapple back to safety.
It can also be used before activating your ultimate - giving you a significant increase to your heal and damage.


WALLFLOWER ROUNDS
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(Directional keys instantly change momentum during flight).
(Movespeed affects flight speed).
(Flight Speed is comparable to Vindicta Fly, you cannot parry or dash in this state).
(You can use abilities during Wallflower Rounds).


Wallflower Rounds gives you mobility and increased heal and damage. In this form you must choose between healing allies (left click) or damaging enemies (aim down sights right click). You gain extra time for hitting enemies, rewarding good aim with more time in this empowered state. Missing a right click means the ability will end 5s after your last hit shot, rewarding players with good aim and letting this ability potentially going on infinitely.

This ability's heal scales with your gun, turning left click damage into a heal. This means Wallflower isnt disincentivised from building gun even if you wish to play a more supportive playstyle. The gun damage amp from Vine Grapple and this ability increase your heal.
Your aim-down-sights mode deals increased damage from the damage amp on cast as well as dealing spirit damage on each shot you hit.

The T2 is primarily an increase to the amount of heal you can pump out, though can help with consecutive right clicks if you choose to forgo healing allies in your ult.
The T3 is a massive increase to their damage capabilities during their ult.

CLOSING THOUGHTS
Pretty happy with this DPS/Support hybrid hero. Any and all feedback is welcome.
A design and build ideas may be included her in the future, but for now I want to just get this idea out and post.
 

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